DLSS5oneclick: five setups, chosen for the game in front of you
One-click setup of the leaked DLSS 5 neural-rendering build for any DX11/DX12 game on RTX 20–50, with or without DLSS. ReShade + RenoDX add-on (or OptiScaler engine); DLSS5-Feeder + LumeniteFX for games without DLSS; dlss5-bridge for DX11. Rust, single exe.
At a glance
- What is it?
- DLSS5oneclick is a single Windows executable that installs the leaked DLSS 5 neural-rendering build into DirectX 11 and 12 games, with or without DLSS of their own, and downloads every component from the projects that made it. What makes it more than a wrapper is the state machine: it detects what the game already has, walks a five-step fallback ladder when a setup does not work, and writes three keys into ReShade.ini behind a marker file so it never overwrites your changes.
- Who is it for?
- DLSS5oneclick fits a player on an RTX 20 to 50 card who has a DirectX 11 or 12 game that either lacks DLSS or has one that will not give up its hooks, and who wants the option to walk down a fallback ladder without reinstalling anything by hand. It does not fit anyone who wants a supported configuration, since the build it installs is described as leaked and the tool is MIT only with respect to its own code, not to the DLSS build or the drivers that run it.
- Can I use it commercially?
- Yes. MIT is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
- Is it still maintained?
- Yes. The repository last received commits 1 day ago.
- What is it written in?
- Mainly Rust, according to GitHub's language statistics.
Answers come from the project's GitHub data, last synced on October 2, 2026, and from our analysis. They are not legal advice.
Editorial analysis
It installs a leaked build, and the README says so in the first line
The value proposition is one button, and the thing being installed is named without hedging: the leaked DLSS 5 neural-rendering build, placed into any DirectX 11 or 12 game, with or without DLSS of its own.
The packaging claim is that it is a single native Windows executable with no runtime, so there is no installer prerequisite beyond the file. The download is the latest release artefact, `dlss5oneclick.exe`.
Provenance is worth reading carefully. Everything the tool installs is downloaded from the projects that made it, so the executable itself is not repackaging someone else's binaries. The only third-party content inside the executable is three SIL-OFL fonts. That is a narrow and checkable claim, and it is the difference between a thin installer and one that ships its own copies of things you cannot audit.
The code is MIT licensed and written in Rust, with the package description stating its scope as DX11 and DX12 games that ship without DLSS, which is narrower than the README's own scope of with or without.
Two paths, decided by whether the game already has DLSS
The tool picks its own path by inspecting the game folder, and the detection rules are specific enough to be worth reading.
A game counts as shipping its own DLSS if it has an `nvngx_dlss.dll` that this tool did not place, or Streamline files such as `sl.*.dll` or `nvngx_dlssg/dlssd.dll`, anywhere up to four folders deep, or a copy under an Unreal project's `Plugins` tree. That game gets a ReShade add-on build plus the RenoDX DLSS 5 add-on, `renodx-dlss5.addon64`, at the newest build, plus the DLSS 5 model `nvngx_dlssnr.dll`.
A game with no DLSS gets the full Feeder path instead: ReShade, shader headers, DLSS5-Feeder, LumeniteFX, the DLSS 5 add-on and a config.
The deliberate detail is that a leftover from an earlier run is cleaned up rather than layered over. A game that already has its own DLSS gets no Feeder and no LumeniteFX, and a Feeder left over from a previous setup is removed.
Since 0.14.0 the Setup page reduces all of this to one line explaining which setup Install will use and why, covering whether the game has its own DLSS, the DirectX version, 32 or 64-bit, and the card generation, followed by a single Install button.
The 8.x add-on bridges DX11 itself, so no bridge is installed
DX11 games are the awkward case, because DLSS 5 needs a DirectX 12 device to run on. The 8.x builds of the DLSS 5 add-on now bridge DX11 games themselves, and the behaviour is designed to be polite about it.
With a second bridge loaded, they leave the game's own DLSS alone. They log that a Direct3D 11 bridge add-on of another project is loaded and serve only other tools' D3D12 calls, which is how two DLSS implementations coexist in one process without fighting over the same calls. On 8.x no dlss5-bridge is installed at all, and one this tool placed during an earlier run is removed.
Builds before 8 still get the bridge, because their purpose is to replay the D3D11 DLSS calls onto a private D3D12 device.
If that does not work in a game, the next setup down is ShortFuse's DLSS add-on, `renodx-dlss.addon64`, from the author of RenoDX. It hooks the game's own NGX calls in both D3D11 and D3D12 by itself, so no bridge is installed alongside it. The README is explicit about the evidence level there: its DX11 path has been installed and checked as files, not yet reported from a game.
The fallback ladder has five rungs, and two games start lower down
For a 64-bit game with its own DLSS, the order Install tries is:
1. ReShade plus the RenoDX DLSS 5 add-on at the newest build, release candidates included, which has been the default since 0.14.3, with 8.5.0-rc10 named as the current candidate. 2. ReShade plus ShortFuse's DLSS add-on. 3. The DLSS 5 add-on at 4.70, chosen because every reporter had it working when 5.2.1 broke four games, and because it is the last build with Enable Upscaling. 4. The DLSS 5 add-on at 4.55, which the Feeder's host names as passing where newer ones fault in the driver. 5. The OptiScaler engine.
Each rung exists because of a specific failure, which is what makes the list credible rather than arbitrary.
Some games skip the top of the ladder because reports have settled them: Cyberpunk 2077 starts on OptiScaler, referenced as issue 95, and Dragon's Dogma 2 starts on 4.70, issue 96. A game already on ReShade whose own list starts on OptiScaler, Cyberpunk set up by an older version, keeps its ReShade setup and has OptiScaler as its last step instead.
On the Feeder path the add-on order is newest, then 4.70, then 4.55, and the Feeder's own self-test passes v6.1 and newer with v8.0.1 included. A Vulkan game with DLSS goes to OptiScaler.
Three INI keys are written once, and a marker stops them coming back
Since 0.14.3, installing into a game with its own DLSS also writes three keys into the `[RenoDX.DLSS5]` section of `ReShade.ini`, and the reasoning is in the README rather than left implicit.
`NRHookPoint=1` sets the hook point to Render, because DLSS 5 runs on the game's image before DLSS upscales it, on far fewer pixels. `NRPasses=1` because a second stacked pass doubles the cost. `NRDetailStability=2`, Always, which holds grass and leaves still under Render.
`EnableHooks` is left out on purpose. With no key the add-on runs through NVIDIA's NGX library and turns its hooks on by itself when a game's DLSS calls do not reach it; setting `1` forces those hooks from the start, and the add-on warns it can crash a game at boot, while `2` turns the automatic switch off. Version 0.14.3 did write `EnableHooks=1` into games that route their DLSS calls through NVIDIA's runtime, and the next Install or Update removes it again unless the other three settings were changed by hand.
The persistence rule is the part that respects the user. The keys are written once per game, only where the key is missing, and a `renodx-dlss5.settings.dlss5oneclick` marker records that, so later Installs and Updates never put them back. If you change the hook point back to Upscaled in the add-on's panel, it stays changed.
Detail stability is Always because the add-on's own Auto setting runs it only on the Upscaled hook point, and with Ray Reconstruction on the add-on returns to Upscaled by itself. The look sliders for tone, shadows and halos are left at the add-on's defaults, the panel is under Home then Add-ons then DLSS 5 Neural Rendering, and F6 toggles DLSS 5 off and on so you can compare.
Install refreshes in place, and only one button moves you down the ladder
Which rung a game sits on is not stored in the application, it is read from the game folder: the add-on plus the build the tool recorded beside it, or the OptiScaler manifest. That single decision explains the whole update behaviour.
Install and Update therefore refresh the setup a game already has, including a deliberately pinned 4.70 or 4.55, instead of moving it up the ladder. Only Not working? Try the next setup, or a change under Advanced, moves a game. When the engine changes, the old engine is taken out first, and the RenoDX HDR mod goes back in if it had been there.
There is a guard worth noting: a switch that would take ReShade out of a game carrying ReShade add-ons the tool did not install is refused before anything is removed.
One exception is handled explicitly. A game left on ShortFuse's add-on from when that was the default, before 0.14.3, shows UPDATE and moves to the DLSS 5 add-on's newest build on its next Install or Update. ShortFuse reached through Try the next setup or picked under Advanced, marked with `renodx-dlss.addon64.chosen.dlss5oneclick`, stays, and so does Dragon's Dogma 2.
Everything below the engine and add-on choice, including builds, frame generation and model resolution, sits under Show advanced options, which is closed by default and remembered either way, so opening it means the controls decide. Installs made before 0.14.0 using Neural Upstream or the standalone all-in-one are left alone and shown under Advanced. On OptiScaler a game keeps its model resolution in its own `OptiScaler.ini`, and a new install on an RTX 20 or 30 card gets 75% except on the pre-SR and RTX 20/30 builds, which flicker below 100%.
Optimised for size, and windows-sys for what eframe cannot reach
The manifest says edition 2021, MIT, version 0.14.13, with a `build.rs` and a single build dependency, `winresource`, which is how the executable icon and version resource get embedded on Windows.
The runtime dependencies are chosen narrowly. `eframe` at 0.36 is the GUI, `rfd` at 0.17 for file and folder dialogs, and `reqwest` at 0.13 with blocking and json features, since downloads are the point of the tool. `zip` at 8.6 with default features off and only deflate, `serde` and `serde_json` for the manifests the tool records beside a game, `sha2` for hashing, `tempfile`, `regex` and `anyhow` for the rest.
Two dependencies are deliberately restricted. `image` has default features off with only png and jpeg, because the tool is not an image library. And the Windows target pulls `windows-sys` at 0.61 with a specific feature list covering the registry, GDI, the console, the shell execute API and window messaging, which is what direct registry and process work requires.
The release profile optimises for size rather than speed: `opt-level = "z"` with LTO, a single codegen unit and symbol stripping. The tree is small, `.github/`, `assets/`, `build.rs`, `nexus/` and `src/`, with a committed `Cargo.lock`.
The release cadence matches the subject. Three tags in two days: v0.14.11 and v0.14.12 on 2026-10-02 and v0.14.13 on 2026-10-03, with the last push on 2026-10-02.
Editorial conclusion
DLSS5oneclick fits a player on an RTX 20 to 50 card who has a DirectX 11 or 12 game that either lacks DLSS or has one that will not give up its hooks, and who wants the option to walk down a fallback ladder without reinstalling anything by hand. It does not fit anyone who wants a supported configuration, since the build it installs is described as leaked and the tool is MIT only with respect to its own code, not to the DLSS build or the drivers that run it. Verify three things before you install it into a game you care about: which rung it will pick and why, since the Setup page states the reason and it is worth reading before clicking Install; whether the three keys it writes into `ReShade.ini` suit your setup, particularly the Render hook point, which changes where neural rendering runs; and that you are comfortable with a project that ships new builds daily, because three tags landed in two days and the default rung now includes release candidates. If a game already carries ReShade add-ons from elsewhere, the tool refuses the risky switch, which is a good sign about its guard rails.
Frequently asked questions
What does DLSS5oneclick do?
It installs the leaked DLSS 5 neural-rendering build into any DirectX 11 or 12 game, with or without DLSS of its own, from a single native Windows executable with no runtime required. Everything it installs is downloaded from the projects that made it, and the only third-party content inside the executable itself is three SIL-OFL fonts.
How does DLSS5oneclick decide what to install?
By inspecting the game folder. If the game ships its own DLSS, an nvngx_dlss.dll the tool did not place, one of NVIDIA's sl.*.dll or nvngx_dlssg/dlssd.dll up to four folders deep, or a copy under an Unreal project's Plugins tree, it uses ReShade with the RenoDX DLSS 5 add-on and the nvngx_dlssnr.dll model. With no DLSS it takes the Feeder path with ReShade, shader headers, DLSS5-Feeder, LumeniteFX, the add-on and a config.
What happens when a DLSS 5 setup does not work?
Not working? Try the next setup moves the game one step down the list and installs that, taking the old engine out first and restoring the RenoDX HDR mod if it had been there. The current step is read from the game folder, so Install and Update refresh a setup in place, including a pinned 4.70 or 4.55, and only that button or the Advanced options move a game.
What does DLSS5oneclick write into ReShade.ini?
For a game with its own DLSS it adds a [RenoDX.DLSS5] section with NRHookPoint=1 to hook at Render, NRPasses=1 and NRDetailStability=2 for Always. They are written once per game, only where the key is missing, and a renodx-dlss5.settings.dlss5oneclick marker records that so later installs never put them back. EnableHooks is deliberately left unset so the add-on decides for itself.
Which DLSS 5 add-on builds does DLSS5oneclick prefer?
Newest first, including release candidates, which has been the default since 0.14.3 with 8.5.0-rc10 named as the current candidate. Then ShortFuse's add-on, then the DLSS 5 add-on at 4.70, the build reporters had working when 5.2.1 broke four games and the last with Enable Upscaling, then 4.55, which the Feeder's host names as passing where newer ones fault, and finally the OptiScaler engine. Cyberpunk 2077 starts on OptiScaler and Dragon's Dogma 2 on 4.70.
Official sources
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